This dataset was generated using ChatGPT for demonstration purposes
to simulate expected study data.
Sample size: 500 responses.
Data would be collected from U.S.-based gamers via online surveys during
livestream interventions in 2025.
The source is confidential because no real participants were
involved.
Summary:
The first widget shows how each question and streamer contributed to
improving knowledge scores. Q2 and Q3 shows the most Score increase
showing that these two questions has great health promotion effects
This project offers a new way to promote healthier eating habits
among gamers by embedding nutrition education into livestream
content.
The findings can help public health programs reach digital communities
that traditional health campaigns often miss.
Summary:
This widget compares each streamer’s pre-survey, post-survey, and
knowledge score increase. Streamer C achieved the greatest average score
improvement, while Streamer A has the lowest score improvement, showing
that the Streamer A maybe are not following the protocal that we give ,
thus Health promotion is not that effective.